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ofd_fic2.fgd
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//=============================================================================
//
// Fully standardised general game definition file (.fgd) for Open Fortress Deathmatch
// Researched and overhauled/updated by ficool2, based roughly on A Boojum Snark's FGD, seen here http://forums.tf2maps.net/showthread.php?t=4674
// Many thanks to KaidemonLP for datamap dumps used to update this FGD
// V5.0, 27th of February, 2019
//
//=============================================================================
@mapsize(-16384, 16384)
//-------------------------------------------------------------------------
// Hammer Tweaks
//-------------------------------------------------------------------------
@MaterialExclusion
[
// Names of the sub-directories we don't want to load materials from, as they are useless
"ambulance"
"backpack"
"cable"
"console"
"customcubemaps"
"cubemaps"
"debug"
"detail"
"editor-ficool2"
"engine"
"matsys_regressiontest"
"hlmv"
"hud"
"logo"
"maps"
"models"
"overviews"
"perftest"
"scripted"
"shadertest"
"vgui"
"voice"
"vr"
]
@AutoVisGroup = "Entities"
[
"Lights"
[
"light"
"light_directional"
"light_dynamic"
"light_environment"
"light_glspot"
"light_spot"
]
]
@AutoVisGroup = "Tool Brushes"
[
"Detail Blockers"
[
"func_detail_blocker"
]
"Vis Clusters"
[
"func_viscluster"
]
]
@AutoVisGroup = "Custom"
[
"AI/Choreography"
[
"ai_ally_speech_manager"
"ai_battle_line"
"ai_changehintgroup"
"ai_changetarget"
"ai_goal_assault"
"ai_goal_follow"
"ai_goal_lead"
"ai_goal_lead_weapon"
"ai_goal_standoff"
"ai_hint"
"ai_network"
"ai_relationship"
"ai_script_conditions"
"ai_sound"
"ai_speechfilter"
"aiscripted_schedule"
"aitesthull"
"assault_assaultpoint"
"assault_rallypoint"
"cycler_actor"
"generic_actor"
"logic_scene_list_manager"
"logic_choreographed_scene"
"info_hint"
"info_node"
"info_node_air"
"info_node_air_hint"
"info_node_climb"
"info_node_hint"
"info_node_link"
"info_node_link_controller"
"info_npc_spawn_destination"
"instanced_scripted_scene"
"monster_furniture"
"monster_generic"
"monster_resource"
"npc_furniture"
"npc_maker"
"npc_template_maker"
"npc_vehicledriver"
"rope_anchor"
"scripted_scene"
"scripted_sentence"
"scripted_sequence"
"scripted_target"
]
"Cameras"
[
"func_monitor"
"game_intro_viewpoint"
"info_camera_link"
"info_observer_point"
"point_camera"
"point_commentary_viewpoint"
"point_devshot_camera"
"point_viewcontrol"
"sky_camera"
]
"Engine"
[
"_ballplayertoucher"
"_firesmoke"
"_plasma"
"ai_ally_speech_manager"
"ai_hint"
"ai_network"
"aitesthull"
"beam"
"event_queue_saveload_proxy"
"funCBaseFlex"
"gib"
"grenade"
"hammer_updateignorelist"
"handle_dummy"
"handle_test"
"info_overlay_accessor"
"info_populator"
"raggib"
"player"
"player_manager"
"populator_internal_spawn_point"
"rope_anchor"
"scene_manager"
"soundent"
"spraycan"
"te_tester"
"test_proxytoggle"
"tf_bot"
"tf_flame"
"tf_flame_manager"
"tf_mann_vs_machine_stats"
"tf_objective_resource"
"tf_player_manager"
"tf_ragdoll"
"tf_team"
"tf_viewmodel"
"viewmodel"
"vote_controller"
"waterbullet"
"weapon_ifm_base"
"weapon_ifm_base_camera"
"weapon_ifm_steadycam"
"wearable_item"
"window_pane"
"world_items"
]
"Logic"
[
"commentary_auto"
"env_debughistory"
"env_particle_performance_monitor"
"env_player_surface_trigger"
"filter_activator_class"
"filter_activator_mass_greater"
"filter_activator_name"
"filter_activator_team"
"filter_activator_tfteam"
"filter_base"
"filter_damage_type"
"filter_enemy"
"filter_multi"
"filter_tf_bot_has_tag"
"filter_tf_class"
"filter_tf_condition"
"filter_tf_damaged_by_weapon_in_slot"
"filter_tf_player_can_cap"
"func_flag_alert"
"func_flagdetectionzone"
"game_end"
"game_forcerespawn"
"game_gib_manager"
"game_intro_viewpoint"
"game_player_equip"
"game_player_team"
"game_ragdoll_manager"
"game_round_win"
"game_score"
"game_ui"
"game_weapon_manager"
"game_zone_player"
"logic_active_autosave"
"logic_auto"
"logic_autosave"
"logic_branch"
"logic_branch_listener"
"logic_case"
"logic_choreographed_scene"
"logic_collision_pair"
"logic_compare"
"logic_lineto"
"logic_measure_movement"
"logic_multicompare"
"logic_navigation"
"logic_proximity"
"logic_relay"
"logic_scene_list_manager"
"logic_timer"
"math_colorblend"
"math_counter"
"math_remap"
"multisource"
"passtime_logic"
"player_loadsaved"
"player_manager"
"player_speedmod"
"player_weaponstrip"
"point_anglesensor"
"point_angularvelocitysensor"
"point_bonusmaps_accessor"
"point_clientcommand"
"point_gamestats_counter"
"point_intermission"
"point_playermoveconstraint"
"point_populator_interface"
"point_posecontroller"
"point_proximity_sensor"
"point_servercommand"
"point_teleport"
"point_template"
"point_velocitysensor"
"tanktrain_ai"
"tanktrain_aitarget"
"team_control_point"
"team_control_point_master"
"team_control_point_round"
"team_round_timer"
"team_train_watcher"
"tf_halloween_minigame"
"tf_halloween_minigame_falling_platforms"
"tf_logic_arena"
"tf_logic_bonusround"
"tf_logic_competitive"
"tf_logic_cp_timer"
"tf_logic_holiday"
"tf_logic_hybrid_ctf_cp"
"tf_logic_koth"
"tf_logic_mann_vs_machine"
"tf_logic_mannpower"
"tf_logic_medieval"
"tf_logic_minigames"
"tf_logic_multiple_escort"
"tf_logic_on_holiday"
"tf_logic_player_destruction"
"tf_logic_robot_destruction"
"tf_logic_training_mode"
"trigger"
"trigger_add_or_remove_tf_player_attributes"
"trigger_add_tf_player_condition"
"trigger_apply_impulse"
"trigger_autosave"
"trigger_bot_tag"
"trigger_brush"
"trigger_capture_area"
"trigger_catapult"
"trigger_cdaudio"
"trigger_changelevel"
"trigger_gravity"
"trigger_hurt"
"trigger_ignite"
"trigger_impact"
"trigger_look"
"trigger_multiple"
"trigger_once"
"trigger_particle"
"trigger_passtime_ball"
"trigger_player_respawn_override"
"trigger_playermovement"
"trigger_proximity"
"trigger_push"
"trigger_rd_vault_trigger"
"trigger_remove"
"trigger_remove_tf_player_condition"
"trigger_serverragdoll"
"trigger_soundscape"
"trigger_stun"
"trigger_teleport"
"trigger_teleport_relative"
"trigger_timer_door"
"trigger_togglesave"
"trigger_transition"
"trigger_vphysics_motion"
"trigger_wind"
]
"Instances"
[
"func_instance"
"func_instance_parms"
]
"Physics"
[
"func_clip_vphysics"
"func_physbox"
"func_physbox_multiplayer"
"func_proprrespawnzone"
"func_pushable"
"func_vehicleclip"
"func_weight_button"
"info_constraint_anchor"
"info_mass_center"
"info_radial_link_controller"
"passtime_ball"
"phys_ballsocket"
"phys_bone_follower"
"phys_constraint"
"phys_constraintsystem"
"phys_convert"
"phys_hinge"
"phys_keepupright"
"phys_lengthconstraint"
"phys_magnet"
"phys_motor"
"phys_pulleyconstraint"
"phys_ragdollconstraint"
"phys_ragdollmagnet"
"phys_slideconstraint"
"phys_spring"
"phys_thruster"
"phys_torque"
"physics_cannister"
"physics_entity_solver"
"physics_npc_solver"
"physics_prop"
"physics_prop_ragdoll"
"point_enable_motion_fixup"
"prop_physics"
"prop_physics_multiplayer"
"prop_physics_override"
"prop_physics_respawnable"
"prop_ragdoll"
"prop_ragdoll_attached"
"prop_soccer_ball"
"prop_sphere"
"prop_vehicle"
"prop_vehicle_driveable"
"simple_physics_brush"
"simple_physics_prop"
"tf_ammo_pack"
"tf_dropped_weapon"
"tf_ragdoll"
]
"Navigation/NextBot/TFBot"
[
"archer_proxy"
"base_boss"
"bot_action_point"
"bot_controller"
"bot_generator"
"bot_hint_engineer_nest"
"bot_hint_sentrygun"
"bot_hint_teleporter_exit"
"bot_npc_archer"
"bot_npc_decoy"
"bot_proxy"
"bot_roster"
"eyeball_boss"
"filter_tf_bot_has_tag"
"func_nav_avoid"
"func_nav_avoidance_obstacle"
"func_nav_blocker"
"func_nav_prefer"
"func_nav_prerequisite"
"func_suggested_build"
"func_tfbot_hint"
"ghost"
"headless_hatman"
"merasmus"
"point_populator_interface"
"populator_internal_spawn_point"
"simple_bot"
"tank_boss"
"tf_bot"
"tf_robot_destruction_robot"
"tf_robot_destruction_robot_spawn"
"tf_robot_destruction_spawn_group"
"tf_zombie"
"tf_zombie_spawner"
"trigger_bot_tag"
]
"Performance"
[
"env_detail_controller"
"env_fog_controller"
"env_particle_performance_monitor"
"func_areaportal"
"func_areaportalwindow"
"func_lod"
"func_occluder"
"game_gib_manager"
"game_ragdoll_manager"
"game_weapon_manager"
]
"Sound"
[
"ai_sound"
"ambient_generic"
"env_microphone"
"env_soundscape"
"env_soundscape_proxy"
"env_soundscape_triggerable"
"point_commentary_node"
"point_tesla"
"soundent"
"target_cdaudio"
"trigger_cdaudio"
"trigger_soundscape"
]
"Visual"
[
"_firesmoke"
"_plasma"
"archer_proxy"
"base_boss"
"beam"
"bot_npc_archer"
"bot_npc_decoy"
"color_correction"
"color_correction_volume"
"cycler_actor"
"cycler_flex"
"dynamic_prop"
"entity_bird"
"entity_blocker"
"entity_carrier"
"entity_croc"
"entity_medigun_shield"
"entity_revive_marker"
"entity_rocket"
"entity_saucer"
"entity_sign"
"entityflame"
"env_beam"
"env_beverage"
"env_blood"
"env_bubbles"
"env_credits"
"env_cubemap"
"env_detail_controller"
"env_dustpuff"
"env_dusttrail"
"env_effectscript"
"env_embers"
"env_entity_dissolver"
"env_entity_igniter"
"env_entity_maker"
"env_explosion"
"env_fade"
"env_fire"
"env_fire_trail"
"env_firesensor"
"env_firesource"
"env_fog_controller"
"env_funnel"
"env_global"
"env_glow"
"env_gunfire"
"env_hudhint"
"env_laser"
"env_laserdot"
"env_lightglow"
"env_message"
"env_movieexplosion"
"env_muzzleflash"
"env_particle_trail"
"env_particlefire"
"env_particlelight"
"env_particlescript"
"env_particlesmokegrenade"
"env_physexplosion"
"env_physimpact"
"env_physwire"
"env_projectedtexture"
"env_quadraticbeam"
"env_ragdoll_boogie"
"env_rockettrail"
"env_rotorshooter"
"env_screeneffect"
"env_screenoverlay"
"env_shake"
"env_shooter"
"env_smokestack"
"env_smoketrail"
"env_sniperdot"
"env_spark"
"env_splash"
"env_sporeexplosion"
"env_sporetrail"
"env_sprite"
"env_sprite_oriented"
"env_spritetrail"
"env_steam"
"env_steamjet"
"env_sun"
"env_texturetoggle"
"env_tonemap_controller"
"env_tracer"
"env_viewpunch"
"env_wind"
"env_zoom"
"eyeball_boss"
"fish"
"func_breakable"
"func_breakable_surf"
"func_brush"
"func_button"
"func_conveyor"
"func_door"
"func_door_rotating"
"func_dustcloud"
"func_dustmotes"
"func_fish_pool"
"func_forcefield"
"func_guntarget"
"func_illusionary"
"func_lod"
"func_monitor"
"func_movelinear"
"func_physbox"
"func_physbox_multiplayer"
"func_plat"
"func_platrot"
"func_precipitation"
"func_pushable"
"func_reflective_glass"
"func_rot_button"
"func_rotating"
"func_smokevolume"
"func_tanktrain"
"func_trackautochange"
"func_trackchange"
"func_tracktrain"
"func_train"
"func_traincontrols"
"func_wall"
"func_wall_toggle"
"func_water"
"func_water_analog"
"func_weight_button"
"generic_actor"
"ghost"
"gibshooter"
"halloween_fortune_teller"
"halloween_souls_pack"
"halloween_zapper"
"headless_hatman"
"hightower_teleport_vortex"
"info_lighting"
"info_lighting_relative"
"info_particle_system"
"info_projecteddecal"
"infodecal"
"item_ammopack_full"
"item_ammopack_medium"
"item_ammopack_small"
"item_armor"
"item_bonuspack"
"item_currencypack_custom"
"item_currencypack_large"
"item_currencypack_medium"
"item_currencypack_small"
"item_healthammokit"
"item_healthkit_full"
"item_healthkit_medium"
"item_healthkit_small"
"item_powerup_crit"
"item_powerup_rune"
"item_powerup_rune_temp"
"item_powerup_uber"
"item_sodacan"
"item_teamflag"
"item_teamflag_return_icon"
"keyframe_rope"
"light"
"light_directional"
"light_dynamic"
"light_environment"
"light_glspot"
"light_spot"
"mapobj_cart_dispenser"
"material_modify_control"
"merasmus"
"merasmus_dancer"
"momentary_door"
"momentary_rot_button"
"monster_furniture"
"monster_generic"
"monster_resource"
"move_rope"
"npc_concussiongrenade"
"npc_contactgrenade"
"npc_furniture"
"npc_handgrenade"
"obj_attachment_sapper"
"obj_dispenser"
"obj_sentrygun"
"obj_teleporter"
"passtime_ball"
"pd_dispenser"
"phys_magnet"
"physics_cannister"
"physics_prop"
"physics_prop_ragdoll"
"player"
"prop_detail"
"prop_detail_sprite"
"prop_door_rotating"
"prop_dynamic"
"prop_dynamic_ornament"
"prop_dynamic_override"
"prop_physics"
"prop_physics_multiplayer"
"prop_physics_override"
"prop_physics_respawnable"
"prop_ragdoll"
"prop_ragdoll_attached"
"prop_soccer_ball"
"prop_sphere"
"prop_vehicle"
"prop_vehicle_driveable"
"rd_robot_dispenser"
"shadow_control"
"simple_bot"
"simple_physics_brush"
"simple_physics_prop"
"spark_shower"
"spotlight_end"
"tank_boss"
"tank_destruction"
"teleport_vortex"
"test_effect"
"test_traceline"
"tf_ammo_pack"
"tf_bot"
"tf_dropped_weapon"
"tf_generic_bomb"
"tf_glow"
"tf_halloween_gift_pickup"
"tf_halloween_pickup"
"tf_merasmus_trick_or_treat_prop"
"tf_pda_expansion_dispenser"
"tf_pda_expansion_teleporter"
"tf_powerup_bottle"
"tf_projectile_arrow"
"tf_projectile_ball_ornament"
"tf_projectile_balloffire"
"tf_projectile_cleaver"
"tf_projectile_energy_ball"
"tf_projectile_energy_ring"
"tf_projectile_flare"
"tf_projectile_grapplinghook"
"tf_projectile_healing_bolt"
"tf_projectile_jar"
"tf_projectile_jar_gas"
"tf_projectile_jar_milk"
"tf_projectile_lightningorb"
"tf_projectile_mechanicalarmorb"
"tf_projectile_pipe"
"tf_projectile_pipe_remote"
"tf_projectile_rocket"
"tf_projectile_sentryrocket"
"tf_projectile_spellbats"
"tf_projectile_spellfireball"
"tf_projectile_spellkartbats"
"tf_projectile_spellkartorb"
"tf_projectile_spellmeteorshower"
"tf_projectile_spellmirv"
"tf_projectile_spellpumpkin"
"tf_projectile_spellspawnboss"
"tf_projectile_spellspawnhorde"
"tf_projectile_spellspawnzombie"
"tf_projectile_spelltransposeteleport"
"tf_projectile_stun_ball"
"tf_projectile_syringe"
"tf_projectile_throwable"
"tf_projectile_throwable_breadmonster"
"tf_projectile_throwable_brick"
"tf_projectile_throwable_repel"
"tf_pumpkin_bomb"
"tf_ragdoll"
"tf_robot_destruction_robot"
"tf_spell_meteorshowerspawner"
"tf_spell_pickup"
"tf_target_dummy"
"tf_taunt_prop"
"tf_zombie"
"training_annotation"
"training_prop_dynamic"
"vgui_screen"
"vgui_screen_team"
"vgui_slideshow_display"
"wheel_of_doom"
"wheel_of_doom_spiral"
]
]
//-------------------------------------------------------------------------
// Base Classes
//-------------------------------------------------------------------------
// Every entity has this stuff, except for Hammer-internal entities
@BaseClass = BaseEntity
[
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
//REMOVED globalname(string) : "Global Entity Name" : : "Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state."
parentname(target_destination) : "Parent" : : "Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a trigger_transition. Some entities which aren't intended to be parented may not function correctly. phys_constraint can be used as a workaround to parenting."
angles(angle) : "Pitch Yaw Roll (X Y Z)" : "0 0 0" : "This entity's orientation in the world. Roll is the rotation around the X axis, pitch is rotation around the Y axis and yaw is the rotation around the Z axis."
//REMOVED hammerid(integer) : "Hammer ID" : : "The entity's Hammer ID, generated automatically. Mainly used by plugins and debugging commands, such as ent_keyvalue. Entities spawned at run-time are not assigned any Hammer ID."
linedivider1(string) readonly : "----------------------------------------------------------------------------------------------------------" : ""
input Kill(void) : "Removes this entity and all its children from the world."
input KillHierarchy(void) : "Removes this entity and all its children from the world. Faster than sending the Kill input on entities with children."
input SetParent(string) : "Changes the entity's parent in the movement hierarchy."
input SetParentAttachment(string) : "Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment."
input SetParentAttachmentMaintainOffset(string) : "Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached."
input ClearParent(void) : "Removes this entity from the the movement hierarchy, leaving it free to move independently."
input AddOutput(string) : "Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 = infinite, 1 = only once)>. "
input FireUser1(void) : "Causes this entity's OnUser1 output to be fired."
input FireUser2(void) : "Causes this entity's OnUser2 output to be fired."
input FireUser3(void) : "Causes this entity's OnUser3 output to be fired."
input FireUser4(void) : "Causes this entity's OnUser4 output to be fired."
input Use(void) : "Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input."
input DispatchEffect(string) : "Dispatch an effect from the entity's origin. See https://developer.valvesoftware.com/wiki/List_of_Client_Effects"
output OnUser1(void) : "Fired in response to FireUser1 input."
output OnUser2(void) : "Fired in response to FireUser2 input."
output OnUser3(void) : "Fired in response to FireUser3 input."
output OnUser4(void) : "Fired in response to FireUser4 input."
]
// Every BRUSH entity has this stuff, except for Hammer-internal entities
@BaseClass wirebox("mins,maxs") = BaseEntityBrush
[
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
//REMOVED globalname(string) : "Global Entity Name" : : "Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state."
parentname(target_destination) : "Parent" : : "Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a trigger_transition. Some entities which aren't intended to be parented may not function correctly. phys_constraint can be used as a workaround to parenting."
origin(origin) : "Origin (X Y Z)" : : "The position of this entity's center in the world. Rotating entities typically rotate around their origin."
angles(angle) : "Pitch Yaw Roll (X Y Z)" : "0 0 0" : "This entity's orientation in the world. Roll is the rotation around the X axis, pitch is rotation around the Y axis and yaw is the rotation around the Z axis."
//REMOVED hammerid(integer) : "Hammer ID" : : "The entity's Hammer ID, generated automatically. Mainly used by plugins and debugging commands, such as ent_keyvalue. Entities spawned at run-time are not assigned any Hammer ID."
linedivider1(string) readonly : "----------------------------------------------------------------------------------------------------------" : ""
mins(vector) : "Minimum Bounding Box Size" : : "Co-ordinate of the minimum bounding box corner, relative to entity origin. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid. Can be AddOutputed to change shape at runtime."
maxs(vector) : "Maximum Bounding Box Size" : : "Co-ordinate of the maximum bounding box corner, relative to entity origin. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid. Can be AddOutputed to change shape at runtime."
solid(choices) : "Collisions" : 1 : "Method of collision for this entity. Can be changed at runtime with AddOutput." =
[
0: "None"
1: "BSP (QPhysics)"
2: "Bounding Box"
3: "Oriented Bounding Box"
4: "Oriented Bounding Box, constrained to Yaw only"
5: "Custom (defined per-entity, if not defined the entity will have bizarre collision behavior)"
6: "VPhysics"
]
linedivider2(string) readonly : "----------------------------------------------------------------------------------------------------------" : ""
input Kill(void) : "Removes this entity and all its children from the world."
input KillHierarchy(void) : "Removes this entity and all its children from the world. Faster than sending the Kill input on entities with children."
input SetParent(string) : "Changes the entity's parent in the movement hierarchy."
input SetParentAttachment(string) : "Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment."
input SetParentAttachmentMaintainOffset(string) : "Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached."
input ClearParent(void) : "Removes this entity from the the movement hierarchy, leaving it free to move independently."
input AddOutput(string) : "Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 = infinite, 1 = only once)>. "
input FireUser1(void) : "Causes this entity's OnUser1 output to be fired."
input FireUser2(void) : "Causes this entity's OnUser2 output to be fired."
input FireUser3(void) : "Causes this entity's OnUser3 output to be fired."
input FireUser4(void) : "Causes this entity's OnUser4 output to be fired."
input Use(void) : "Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input."
input DispatchEffect(string) : "Dispatch an effect from the entity's origin. See https://developer.valvesoftware.com/wiki/List_of_Client_Effects"
output OnUser1(void) : "Fired in response to FireUser1 input."
output OnUser2(void) : "Fired in response to FireUser2 input."
output OnUser3(void) : "Fired in response to FireUser3 input."
output OnUser4(void) : "Fired in response to FireUser4 input."
]
// Some entities may have Render keyvalues but not anything else from BaseAnimating, also easier to change stuff incase the renderfx/rendermode part is more documentated
@BaseClass = Render
[
rendermode(choices) : "Render Mode" : 0 : "Set a non-standard rendering mode on this entity." =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid/Alphatest"
5: "Additive"
6: "Environmental (not drawn)"
7: "Additive Fractional Frame"
8: "Alpha Add"
9: "World Space Glow"
10: "Don't Render"
]
rendercolor(color255) : "Color (R G B)" : "255 255 255" : "Controls a color tint for the entity. Use white (255 255 255) for no modification to color."
renderamt(integer) : "Transparency (0 - 255)" : : "Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible."
renderfx(choices) :"Render FX" : 0 : "Preset pattern of appearance effects." =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
14: "No Dissipation"
15: "Distort"
16: "Hologram (Distort + fade)"
17: "Scale Up"
18: "Glow Shell"
19: "Clamp Minimum Scale (sprites only)"
20: "Environmental Rain"
21: "Environmental Snow"
22: "Spotlight FX"
23: "Ragdoll (ragdolls the entity but does NOT kill it)"
24: "Fade Wider Pulse"
]
mindxlevel(choices) : "Minimum DirectX Level" : 0 =
[
0 : "Default (lowest)"
60 : "DirectX 6.0"
70 : "DirectX 7.0"
80 : "DirectX 8.0 (4600Ti)"
81 : "DirectX 8.1 (FX5200)"
90 : "DirectX 9.0 SM2.0"
95 : "DirectX 9.5 SM3.0"
100 : "DirectX 10.0"
]
maxdxlevel(choices) : "Maximum DirectX Level" : 0 =
[
0 : "Default (lowest)"
60 : "DirectX 6.0"
70 : "DirectX 7.0"
80 : "DirectX 8.0 (4600Ti)"
81 : "DirectX 8.1 (FX5200)"
90 : "DirectX 9.0 SM2.0"
95 : "DirectX 9.5 SM3.0"
100 : "DirectX 10.0"
]
linedivider3(string) readonly : "----------------------------------------------------------------------------------------------------------" : ""
input Color(color255) : "Sets an RGB color for the entity."
input Alpha(integer) : "Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode set to a number other than 0."
]
// All entities with a model have this class
@BaseClass base(BaseEntity, Render) sphere(fademindist) sphere(fademaxdist) sphere(fademaxdist) = BaseAnimating
[
effects(choices) : "Effect Flags" : 0 : "For configuring visual effects. If you want to combine effects, turn SmartEdit off and add the effect numbers together, i.e. 64 + 8 = 72." =
[
0 : "None"
1 : "Bonemerge always, very expensive!!"
2 : "Bright, dynamic light at entity origin"
4 : "Dim, dynamic light at entity origin"
8 : "No movement interpolation"
16 : "Don't cast shadows"
32 : "Don't draw entity (entity is fully ignored by clients, NOT server)"
64 : "Don't receive dynamic shadows"
128 : "Bonemerge only in PVS, better performance but prone to disappearing. Use with Bonemerge."
256 : "Blinking glow"
512 : "Flag parent as always animating and realign each frame"
// Portal 2 and later only
// 1024 : "Mark for fast reflections"
// 2048 : "No shadow depth, for use with env_cascade_light"
// 4096 : "No projected textures"
]
model(studio) : "Model" : : "The model this entity should appear as. 128-character limit. May not be available for all entities."
skin(integer) : "Skin" : 0 : "Some models have multiple skins. This value selects from the index, starting with 0."
solid(choices) : "Collisions" : 6 : "Method of collision for this entity. Can be changed at runtime with AddOutput." =
[
0: "None"
1: "BSP (QPhysics)"
2: "Bounding Box"
3: "Oriented Bounding Box"
4: "Oriented Bounding Box, constrained to Yaw only"
5: "Custom (defined per-entity, if not defined the entity will have bizarre collision behavior)"
6: "VPhysics"
]
body(integer) : "Body Group" : : "Sets the body group index for the model, starting with 0, if available."
SetBodyGroup(integer) : "(Set) Body Group" : : "Identical to Body Group (body), ask Valve why this is duplicated. Sets the body group index for the model, starting with 0, if available."
texframeindex(integer) : "Texture Frame" : : "The frame number for any animated textures on this entity."
hitboxset(string) : "Hitbox Set" : : "Sets the $hboxset to use for collision testing."
LightingOrigin(target_destination) : "Lighting Origin" : : "Select any entity (not info_lighting!) from which to sample lighting instead of the entity's origin."
LightingOriginHack(target_destination) : "Lighting Origin Offset" : : "The info_lighting_relative from which to sample lighting instead of the entity's origin."
damagefilter(target_destination) : "Damage Filter" : : "When this entity receives damage, it will filter by this entity."
fademindist(float) : "Start Fade Distance/Pixels" : : "Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox."
fademaxdist(float) : "End Fade Distance/Pixels" : : "Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox."
fadescale(float) : "Fade Scale" : 1 : "If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether."
shadowcastdist(integer) : "Shadow Cast Distance" : : "Sets how far the entity casts dynamic shadows, in units. 0 means default distance from the shadow_control entity."
disableshadows(choices) : "Disable Shadows?" : 0 : "Prevent the entity from creating cheap render-to-texture/dynamic shadows." =
[
0 : "No"
1 : "Yes"
]
disablereceiveshadows(choices) : "Disable Receiving Shadows?" : 0 : "Prevents dynamic shadows (e.g. player and prop shadows) from appearing on this entity." =
[
0 : "No"
1 : "Yes"
]
modelscale(float) : "Model Scale" : : "A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Negative values can crash the game!"
linedivider4(string) readonly : "----------------------------------------------------------------------------------------------------------" : ""
input skin(integer) : "Changes the model's skin to the specified index number."
input SetBodyGroup(integer) : "Change the model's bodygroup to the specified index number."
input Ignite(void) : "Makes the entity catch on fire indefinitely."
input IgniteLifetime(float) : "Makes the entity catch on fire for a given amount of time."
input IgniteNumHitboxFires(integer) : "Makes the entity catch on fire with a given number of hitbox fire particles."
input IgniteHitboxFireScale(float) : "Makes the entity catch on fire with a given scale for hitbox fire particles."
input BecomeRagdoll(void) : "Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains ragdolling, for other models phys_convert can be used instead."
input SetLightingOrigin(string) : "Sets the entity to use as the entity's lighting origin. Any entity can be used."
input SetLightingOriginHack(string) : "Offsets the entity's lighting origin by their distance from an info_lighting_relative."
input fademindist(float) : "Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox."
input fademaxdist(float) : "Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox."
input SetModelScale(vector) : "Multiplies the size of the model. Does not alter the physics collisions in most cases, however. Negative values are accepted, although can cause crashes. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over."
input Color(color255) : "Sets an RGB color for the entity."
input Alpha(integer) : "Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode set to a number other than 0."
input AlternativeSorting(bool) : "Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials."
input SetDamageFilter(string) : "Sets a filter for this entity for when it receives damage. Pass in an empty string to clear the damage filter."
input DisableShadow(void) : "Allows the entity to draw a render target (dynamic) shadow."
input EnableShadow(void) : "Prevents the entity from drawing a render target (dynamic) shadow."
output OnIgnite(void) : "Fired when the entity catches fire, such as from an env_entity_igniter or the Ignite inputs."
]
// All brushes with a visible appearance have this class
@BaseClass base(BaseEntityBrush, Render) = BaseAnimatingBrush
[
effects(choices) : "Effect Flags" : 0 : "For configuring visual effects. If you want to combine effects, turn SmartEdit off and add the effect numbers together, i.e. 64 + 8 = 72." =
[
0 : "None"
1 : "Bonemerge always regardless of PVS, very expensive!!"
2 : "Bright, dynamic light at entity origin"
4 : "Dim, dynamic light at entity origin"
8 : "No interpolation"
16 : "Don't cast shadows"
32 : "Don't draw entity (entity is fully ignored by clients, NOT server)"
64 : "Don't receive dynamic shadows"
128 : "Bonemerge only in PVS and optimise bones (may not work correctly)"
256 : "Blinking glow"
512 : "Flag parent as always animating and realign each frame"
// Portal 2 and later only
// 1024 : "Mark for fast reflections"
// 2048 : "No shadow depth, for use with env_cascade_light"
// 4096 : "No projected textures"
]
damagefilter(target_destination) : "Damage Filter" : : "When this entity receives damage, it will filter by this entity."
vrad_brush_cast_shadows(choices) : "VRAD Shadows" : 0 : "Determines if this entity will cast lightmap shadows." =
[
0 : "No shadows"
1 : "Cast shadows"
]
_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
shadowcastdist(integer) : "Shadow Cast Distance" : : "Sets how far the entity casts dynamic shadows, in units. 0 means default distance from the shadow_control entity."
disableshadows(choices) : "Disable Shadows?" : 0 : "Prevent the entity from creating cheap render-to-texture/dynamic shadows." =
[
0 : "No"
1 : "Yes"
]